﻿//vs
//#version 410 core
                                                                                                
layout (location = 0) in vec3 inPosition;                                                   
layout (location = 1) in vec2 inTexCoord;                                                   
layout (location = 2) in vec3 inNormal;                                                     
                                                                                                
uniform mat4 modelMat;                                                                            
                                                                                                
out vec3 passPos;                                                                        
out vec2 passTexCoord;                                                                        
out vec3 passNormal;                                                                          
                                                                                                
void main()                                                                                     
{                                                                                               
    passPos      = (modelMat * vec4(inPosition, 1.0)).xyz;                                  
    passTexCoord = inTexCoord;                                                            
    passNormal   = (modelMat * vec4(inNormal, 0.0)).xyz;                                    
}
